Making an overlay end on water level?

Hi, Facepunch! Following problem:
I want to add small ice pieces to the shores of my island. Some should float on water, some should lie around on the shore. I used a func_illusionary-plane for the floating ones and the same texture as an overlay to get them on the beach seamlessly.

The problem is now, that the overlay is also applied underwater, which is making the whole thing looking rather unrealistic.
Any ideas on how to resolve this?

You could make some blendtextures I guess?



Can’t really think of s simpler way offhand :frowning:

(This is as an alternative to the overlay)

But can’t you choose which faces the overlay should be applied on?

[editline]8th September 2013[/editline]

Oh wait I’m stupid, this is a bit of a pickle.

I think the problem is he wants that overlay to cover both…Land and water face

Edit: Never mind … ninja’d

Really hacky way, but you could have a non-solid brush 1 unit over the water surface.

Ok, try this.

In a side-view of hammer, select the parts of the displacement you want to apply the overlay to, then clip it along the waterline. In overlay brush faces list, select only the upper displacements.

Let me know if it works.


replicated this in hammer and it won’t work if your displacement brush origin is horizontal


if the displacement brush origin is vertical, it is possible to do the following:[/t]

$seamless_scale will fix that

You can approximate the curve of the terrain with extra brushes attached to the func_illusionary up until whatever point you want them to end, and then use treat as one when you apply the texture. They’ll end up floating above the terrain, but it won’t be that noticeable if you do it right, and most people won’t care. Triple-A games do something similar pretty often.

…so essentially doing exactly what an overlay does, just manually^^
The problem is just that it’s not possible to do that without seams, because the texture doesn’t get projected (and distorted) like an overlay would do.

Turn on scaling texture lock then?

just dont use overlays

make a brush

I was hoping for a solution that wouldn’t make me remodel my entire coastline-displacements out of brushes, since the points of the displacements are not always on-grid and it also is a lot of them…

It’s not the overlay on the water that is causing the ice to appear underwater. It’s the fact that the entire displacement is one and the same face, which means that placing an overlay on the shoreline, will result in it showing both above water and under water. Displacement needs to be separated into two pieces, allowing you to select only the part that is above water for the overlay to appear on.

Ice blocks out of brushes wont give the same seamless effect.

Making it out of brushes is a bad idea.

Assuming you did your displacements out of horizontally aligned brushes, all you have to do really is redo it with blocks that are vertically aligned, then you can use the technique in my previous post.

Maybe this will explain it better:

You can cut the displacement in half (into submerged and uncovered part) and then just apply the overlay on the uncovered displacement and water. Edit: Heh, got ninja’d. :stuck_out_tongue: ^

The original brush doesn’t have to be a straight 90 degree wall, it can be something like this too:

The important thing is that the original face that you create your displacement from, needs to not be completely horizontal (so that you can clip it horizontally), and it needs to intersect with the waterlevel.

The problem is, that I was working with one horizontal heightmap so far, so re-making it will take a lot ow work.
Hellstens Method seems the best and cleanest anyway, so I’ll try that.
Thank you all for your help and suggestions!